![]()
Search Posts
![]()
![]() I found this trait on the d20PFSRD, which claims that it comes from Dragon Empires Primer. 1) Is this trait legal
This feat gives a +1 trait bonus to hit when flanking and that seems really good for rogues, summoners, spiritualist, druids and rangers. Anyone know if the feat is legal and where it's from? ![]()
![]() Thank you for reading. I would like some advice for a PFS spiritualist. This character is heavily concept driven but I still want to be effective. I plan to go with Rule of Cool where visuals are concerned as long as the crunch is RAW. I'm sure that's confusing so maybe this will help. Gwendolyn Cossette is a 12 year old girl in gothic lolita attire with a tragic background of abuse. Her phantom is a giant dullahan in armor with a greatsword. The phantom will spend most of it's time in her subconscious, only coming out during stressful periods. Choice 1: Standard or Broken Mind The dullahan could represent the bitterness and betrayal she feels at having been so wronged and that she has walled away in her subconscious. [Broken Mind] The dullahan could also represent a rogue psychopomp that has decided to get revenge on her behalf. [Standard] Both ideas are cool so I have no preference for one over the other. I would like for her to melee beside the dullahan in combat. However, I am not factoring her age into her crunch whatsoever. This makes her a medium humanoid with standard human stats. I plan to give her a high strength/con, etc to represent a kind of brutal, lunatic power. Choice 2: Multiclass or Not I could multiclass her with a martial class to have access to greatsword and giant hammers. This would look really cool on the miniature I am making and would improve her damage. I am certain, however, that I do not want to put her in medium/heavy armor as I don't want to ruin her gothic lolita look. Multi-classes would then need to be something that doesn't rely on armor. [Multiclass] I could keep her straight spiritualist and use a giant scythe. I don't know if she'd be effective with it, but I could throw the vast majority of my feats at that weapon style. [No Multiclass] Neither of these questions really affect the character I see in my mind and so are pure crunch. I've no doubt that the character sounds kind of crazy but I'm currently working on her character sketch in Photoshop as well as a custom mini for her. I am very happy where both are going and am certain she will be awesome. Thank you for your help! M Campbell
![]()
![]() I have been trying to roll an effective "golemancer" type and came across Ravingdork's Obrist Lang. I think the rules for wearing constructs are clear, but I don't think I understand the benefit. There also seem to be some aspects uncovered. From the SRD:
Construct Armor Requirements: Craft Construct, Craft Magic Arms and Armor, animate objects, the construct modified must be the same size as the creator CR increase: +1 Cost: 35,000 gp This modification allows the construct to be worn like armor by its creator. So long as the creator wears it, the construct performs no independent actions, remaining under the control of the creator, and any attacks directed at the wearer first damage the construct. When a construct is destroyed while serving as armor, the wearer loses all the benefits, but regains all the hindrances until the armor is removed, which takes the same amount of time that removing breastplate armor does. If the construct is still active, the creator can order the removal of the armor with a swift action, at which point the construct leaves the creator’s space and enters a space adjacent to the creator. Donning construct armor takes a full-round action if the construct is still active. The creator cannot don a construct with this modification if the construct has been destroyed. The construct’s wearer retains his base attacks and saves. Construct armor counts as breastplate armor for purposes of determining AC, weight, Dexterity modifiers to AC, and chance of arcane spell failure. 1. Do you need to be proficient in armor to wear a construct as armor?
This concept seems relatively popular, but I'm having a little trouble understanding its benefit vs its cost. Benefit: Damage Resistance that can be scaled pretty high
Disadvantage: You'll need to remove it early in combat because you're severely hampered if it's destroyed on you
Unfortunately, RD is not available to answer questions. Please help show me what I'm missing. 8) ![]()
![]() Sorry for the long post. I've been looking at making a non-third party golemancer and hoped someone might have some ideas I haven't thought of, or even better, had actually played one. I've been looking at classes pretty in-depth and this is what I've come up with so far: Summoner - It seems like it would be relatively easy to give your eidolon a mechanical appearance and flavor. It's evolutions would represent upgrades and your spells could represent temporary enhancements. Other summons could be prototypes that grow from little seed-balls that you toss on the ground. I think this has good flavor, but you've not really made a golem. Wizard - With Int as their primary stat, you can jack it up really high to benefit the craft check to make a golem. The big downside is that they only have three ways to heal their golem: Make Whole (which I've read has a ten minute casting time but can't find on d20pfsrd.) Rapid Repair gives them fast healing and they can be repaired with craft construct, but this is quite expensive. Some can also be healed by spells, but that is very situational based on the type of golem. Wizards get bonus feats you can spend on item creation and there is a discovery that can let you make a specific type of golem without the three prereq feats. Other than healing, Wizard seems the best class for making golems. Sorcerer/Oracle - You have to split stats between Int and Cha which is a big negative. You have the same healing problems but at least don't have to memorize make whole when your golem doesn't get damaged. Alchemist - Same stat benefits as the wizard and you are a little more melee centric so you can fight with the golem to provide flanks, etc. Make Whole is not on the alchemist's list however, so healing the golem is even harder. I think this is kind of disappointing as I'd imagine alchemists to be the perfect golem creators. Cleric - You have to split stats like the sorcerer which is bad. This is the best class for healing golems however with the artifice domain and same spells that the wizard receives. You can fight beside your golem, which is good. I don't really like the flavor as I was hoping for a mad scientist feel rather than a Gondsman and this is kind of a big deal to me. Other than having to split stats and my not liking the flavor, clerics seem the second best class for making golems. Bard/Witch/Magus/Druid/Inquisitor - I should imagine all of these classes can make golems but I don't really see any benefit to their doing so. They won't really be able to heal it and there doesn't seem to be any symmetry. I'd love some advice on this concept. I'm very interested in it but it seems really inferior to necromancy and even more inferior to just summoning. ![]()
![]() Are alchemical zombies evil?
Alchemical Zombie - Benefit: The alchemist gains the ability to animate a relatively complete corpse as an alchemy-powered zombie. Zombies that are created in this manner count as undead created by animate dead for the purposes of determining how many undead the alchemist can control. The created zombie is a creature, not a supernatural effect. I'm kind of assuming they are although it doesn't explicitly say so. If they are undead, and all undead are evil, then they would be evil. The more difficult question of course is if their creation is evil the way Animate Dead is an evil spell. ![]()
![]() I want to make a caster who specializes in making magic items. The pre-req for the feat Craft Construct is Caster Level 5. How is caster level determined in this case for multi-class characters? Do you add them all up or do you have to have one at 5? The same question holds true when you go to make the golem. Some of those require specific class levels, and others "caster level." Now, of course if they state a particular class, then you must have that class to a certain level. But again, if they simply say "Caster level", how is this determined? Thanks! ![]()
![]() I know that there are other half fey templates and racial stats, but I haven't seen any created using the Advanced Race Guide. I'd therefore like to get opinions on one I have created with the rules in Section 4 of that book. Fey Foundlings
Fey - 2 pnts
Asrai
Bogies
Phooka
Clauracan
Children of the Trees
![]()
![]() Hello! I am playing a musket master gunslinger in a Kingmaker game and have been looking at the cost for firearm ammunition. Making ammunition with Gunsmithing: Spoiler:
Crafting Ammunition: You can craft bullets, pellets, and
black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day). Definition of Alchemical Cartridges Spoiler:
Alchemical Cartridges: An alchemical cartridge is a prepared bundle of black powder with a bullet or pellets, sometimes with more exotic material added, which is then wrapped in paper or cloth and sealed with beeswax, lard, or tallow. There are many types of alchemical cartridges, the simplest being the paper cartridge—a simple mix of black powder and either pellets or a bullet. 10 gp = 1 dose black powder
10% to make it myself
Now, if I take that same powder and bullet and wrap it in a scrap of cloth and apply some beeswax, I pay: 12 gp = 1 paper catridge 50% to make it myself
That's 49 silver for a scrap of cloth or paper and a bit of beeswax. That seems rather harsh to me. Has this been errata'd? How are other gunslingers dealing with this issue? ![]()
![]() I don't want to butt in where I'm not wanted, but I thought I'd post a short opinion peice of what works for me when it comes to getting into pbp games. So far, I seem to have a 50% acceptance rate and while I don't know exactly why I get selected, I have noticed a few trends. I haven't read anyone else's character submissions and haven't run any games, so I haven't had to select characters for one. I'm therefore speaking only as a player applicant. If this post is not helpful to you, please ignore it. I know that I'm not better than anyone else; this is simply what seems to work for me. 1. It really seems to help if you have a strong creative writing background. After 20 years in advertising, it's a skill I'm very thankful to have developed. I am careful with my submission, reading it over at least twice for grammar and spelling errors before posting. I figure little mistakes nag at the mind of my reader, never quite consciously ruining my entry, but adding up. 2. Pick a role in a categry with room for applicants. Some classes - Summoner, Magus, Barbarian, Monk - seem to have a lot of applicants for every game. In the last game I applied for, a summoner had a really strong application, so I went for a rogue instead. 3. Your character should match their race and class, but should also stand out due to their individual quirks. Make a dwarf character who is dutiful, honorable and hard working - then make him claustrophobic as an explanation for why he is a druid. Your story here is as much about what it's like to be a druid with dwarf sensibilities as it is to have grown up a dwarf unable to fit in their accustomed role. I don't recommend playing completely against type, but it does seem to help if you are an individual and not a stereotype. 4. Avoid the flavor of the month classes and make sure your character doesn't seem min maxed. While I don't have a problem with these characters per se, I assume DMs aren't big fans of them as they never seem to make the cut. If you utilize a dump stat, try to make it one your race has normally. That way, it doesn't seem like you dumped it for points. 5. I personally look online for cool pictures before I start making a character, often taking several hours to choose a picture but less than one on crunch. It helps me game to a concept rather than the reverse. If you are male, try making a female. If you are an organised go-getter, try to make an indecisive ditz. Even if you don't submit them, it's a good exercise for roleplaying. 6. With your concept selected, make your character, write your backstory, and then look at your character again. Does that story fit that character? If not, rework your character, not your story. Your story will get you in a game and the extra +1 to hit or damage won't matter if you don't get in. 7. Make a group-oriented character. Every lone wolf character I have submitted has been overlooked. Every character with a story that doesn't require other players for fulfillment has also been passed over. You don't have to be a support class, but your character does need to have a use for others, or else you don't seem to get picked. 8. Lastly, when all is said and done and your character is made, ask yourself, "Why this Barbarian and not someone else's?" If the character's personality doesn't answer that question for you, start again. The straightforward classes are the hardest to make standout, at least for me. A friend played a pig farmer who decided to become an adventurer when his pigs took sick and died. I've always thought the sheer ordinariness of it was brilliant, in a world where every hero has a prophecy predicting that they will save the universe. Of course, all of this assumes you have good writing skills. What do you do if your writing skills aren't so polished? What do you do if you write well, but aren't as creative as you'd like to be? I don't have answers to those questions but it seems to me that hard work can always make up for raw talent when dilligently applied. Work up three characters with everything you think GMs are looking for. Focus a lot of attention on their backgrounds and personalities. Pick over your writing to make everything as clear and grammatically correct as possible, and then submit them carefully, to adventures where they seem to fit, rather than simply the next one to come along. As I said at the beginning, please don't think I claim to know any more than you. If this post isn't helpful, please ignore it. I have had some of my favorite concepts shot down. I have had characters that GMs like, but didn't pick. There are many good writers on these boards and all of you make excellent characters. Sometimes a character simply needs that extra little push to make it over the top. Please don't give up if it takes you extra time to get into a game. Each time you are not accepted, take a look at the characters that were. What did they have that you don't? And once you are accepted into a game, apply what you've learned to your next application. Best wishes and good luck getting into a game. ![]()
![]() I am playing a witch in a Ravenloft adventure and I want to have a flying monkey, ala Wizard of Oz, for a familiar. I'd like to have a concept together to present to the GM when I ask permission. This means I can have some stuff that's "DM's Call", but I won't be the one making the call. If I base them off the Monkey which you can already have as a familiar:
Spoiler:
N Tiny animal Init +2; Senses low-light vision; Perception +5 DEFENSE
OFFENSE
STATISTICS
Adding wings with this template is +1 CR:
Spoiler:
From Super Genius Games Rebuild Rules: Creatures with this template gain a natural fly rate, and treat Fly as a class skill. The fly rate is equal to 20 feet + 10 feet per size category smaller or larger than medium +10 feet for every 4 hit dice (or fraction thereof). The CR of an airborne creature is +1 over the base creature, with a minimum CR of 2.
This is moving a CR 1/4 creature to CR 2 for the addition of wings, which seems excessive. If you made this a familiar, would he then be an Improved Familiar? At what level? I would have to say 3rd because he doesn't compare to the Entropic Monkey at 3rd.
Spoiler:
Rebuild Rules: Senses gains darkvision 60 ft.; Defensive Abilities gains DR and Resist acid/fire 5; SR gains spell resistance equal to new CR +5; Special Attacks smite law 1/day as a swift action (adds Cha bonus to attack rolls and damage bonus equal to HD against lawful foes; smite persists until the target is dead or the entropic creature rests). Or, he could be based on the chimpanzee, who is CR 1:
Spoiler:
XP 400 N Medium animal Init +2; Senses low-light vision, scent; Perception +8 DEFENSE
OFFENSE
STATISTICS
So now he's a 2 CR creature and this makes a lot more sense. Only thing is, how he's definitely Improved Familiar, probably at level 7, which puts him on par with a mephit, quasit or imp and he doesn't compare to them at all. They all have spell abilities and this guy basically has nothing you'd want your familiar to use. Additionally, he's a medium creature, which I certainly don't want. So, what about the young template:
Spoiler:
-1 CR Size decrease by one category; AC reduce natural armor by –2 (minimum +0); Attacks decrease damage dice by 1 step; Ability Scores –4 Strength, –4 Con, +4 size bonus to Dex. This makes him a 1 CR creature which would be Improved Familiar level 3 or 5? So I'm caught kind of in the middle. We are starting the game at 6th level. Witches MUST start with a familiar - so I'd take bat. I would want to upgrade to a sylvanshee at 7th level, but calling a new familiar would be 3500 gp. And while yes, a witch having a flying black cat familiar is kind of cool, it's not nearly as cool as a flying monkey. Anyone have any ideas? ![]()
![]() I'm looking for campaign writing software. Not a virtual table top or software that helps you run the game, just software to organize things while you write it. At a minimum I'd like to be able to: Import maps
If I could have anything I wanted, I'd want: Encounter creators that work out CRs
All of it needs to be Pathfinder compatible. I've been using Microsoft Word 2010 but I seem to spend more time formatting than I do writing. I have to draw all of my maps in Adobe Illustrator, convert them to jpgs in Photoshop and then import them into Word only to have them randomly cropped or disappearing off the page. If I want to add a monster or change one's position, I have to open Illustrator, then Photoshop, then reimport the map. Meh. I import monsters from the web and then have to virtually type them over as the formating goes bonkers. I've got five books open at any given time and it's all just a pain. I'd like something that smooths the whole process down. Want to add a goblin to the encounter? Click. Give him treasure? Click. Place him on an imported map? Click. Any advice? ![]()
![]() I'm trying to work out where I want to put my new dungeon and running into a bit of trouble. I want to put it in Haruka but Kaer Maga is kind of getting in the way. I took the Lost Kingdoms map from the back of the World Guide and superimposed it over the Varissian map from the same book to see exactly what my options are. Yes, I know I'm being nit-picky, but I really want this to be canon. Kaer Maga was run by Karzoug but between one map and another he's crept over into Haruka. This would be fine but Haruka is butted right up against Eurythnia. This narrows Haruka to a tiny sliver from the Ashwood Forest to the land between the Yondabakari and Runtash Rivers. So, I'm going to try to work with it by putting the dungeon in/near the Ashwood Forest. I don't want it next to Kaer Maga because I don't want this to become a Kaer Maga campaign. Rumors have the Ashwood Forest with ghosts and werewolves. Is there anything anywhere that ties that down more definitively or can I play with that rumor while remaining canon? Thanks for any help anyone can give. |